presets en yaml
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@@ -5,9 +5,10 @@
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#include <algorithm> // for min
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#include <string> // for basic_string
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#include "core/audio/jail_audio.hpp" // for JA_StopMusic
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#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "core/rendering/screen.h" // for Screen
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#include "core/audio/jail_audio.hpp" // for JA_StopMusic
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#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
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#include "core/input/input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "core/rendering/screen.h" // for Screen
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#include "core/rendering/sprite.h" // for Sprite
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#include "core/rendering/texture.h" // for Texture
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#include "core/resources/asset.h" // for Asset
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@@ -77,33 +78,12 @@ void Logo::checkInput() {
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#ifndef __EMSCRIPTEN__
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if (input->checkInput(input_exit, REPEAT_FALSE)) {
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section->name = SECTION_PROG_QUIT;
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} else
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return;
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}
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#endif
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if (input->checkInput(input_window_fullscreen, REPEAT_FALSE)) {
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screen->toggleVideoMode();
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}
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if (GlobalInputs::handle(screen, input)) { return; }
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE)) {
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screen->decWindowZoom();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE)) {
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screen->incWindowZoom();
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}
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else if (input->checkInput(input_toggle_gpu, REPEAT_FALSE)) {
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screen->toggleGpuAcceleration();
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}
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else if (input->checkInput(input_toggle_shader, REPEAT_FALSE)) {
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screen->toggleShaderEnabled();
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}
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else if (input->checkInput(input_toggle_shader_type, REPEAT_FALSE)) {
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screen->toggleActiveShader();
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}
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else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
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if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE)) {
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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